def __init__(self): self.heart = MeshObj("media/geometry/heart.obj") #self.heart = MeshObj("media/geometry/apricot.obj") self.shader = Shader("media/shaders/heart.vert","media/shaders/heart.frag",isFile=True) self.shader2 = Shader("media/shaders/heart.vert",None,isFile=True) self.dt = 0 self.beat = 0
def __init__(self, n=32, f=6): self.n = n # number of floating platforms (a.k.a gardens) self.f = f # maximum number of flowers per platform self.platforms = [] self.flowers = [] for i in range(self.n): nx = (random.random() * 5) - random.random() * 1 ny = (random.random() * 5) nz = (random.random() * 5) - random.random() * 1 self.platforms.append(MeshCube(0.1, 0.02, 0.1, tx=nx, ty=ny, tz=nz)) self.flowers.extend(self.create_flowers(nx, ny + 0.02, nz)) self.flowertexture = Texture("media/textures/flare2.png") self.flowerlistid = glGenLists(1) glNewList(self.flowerlistid, GL_COMPILE) glColor4f(0.0, 0.4, 0.8, 1) for f in self.flowers: i = 0 glLineWidth(1.5) glBegin(GL_LINE_STRIP) for s in range(f['n']): glNormal3f(f['n'], float(i), float(f['d'])) glVertex3f(f['x'], f['y'] + (s * 0.1), f['z']) i += 1 glEnd() glColor4f(1, 1, 1, 1) glEndList() self.flowerlistid2 = glGenLists(1) glNewList(self.flowerlistid2, GL_COMPILE) glColor4f(1, 1, 1, 1) for f in self.flowers: i = 0 glPointSize(20.0) glBegin(GL_POINTS) for s in range(f['n']): glNormal3f(f['n'], float(i), float(f['d'])) glVertex3f(f['x'], f['y'] + (s * 0.1), f['z']) i += 1 glEnd() glEndList() self.platformshader = Shader("media/shaders/spherecubes.vert", "media/shaders/spherecubes.frag", isFile=True) self.flowershader = Shader("media/shaders/flowers.vert", None, isFile=True) self.dt = 0
def __init__(self, w=1024, h=1024): self.quad = MeshQuad() self.shader = Shader("media/shaders/postprocess.vert", "media/shaders/postprocess.frag", isFile=True) self.rt = RenderTarget(w, h, multisample=True) self.dt = 0 self.mode = 0 self.texture = Texture("media/textures/gradient.png")
def __init__(self, r=10): self.cubes = [] for i in range(100): nx = math.sin(180 * i) ny = math.cos(180 * i) nz = 0 self.cubes.append(MeshCube(0.02, 0.02, 0.02, tx=nx, ty=ny, tz=nz)) self.dt = 0 self.beat_dt = 0 self.r = 0 self.r2 = 0 self.shader = Shader("media/shaders/gears.vert", "media/shaders/gears.frag", isFile=True)
def __init__(self): self.cubes = [] alpha_inc = math.pi / 20.0 theta_inc = math.pi / 20.0 pip2 = math.pi / 2.0 pi2 = math.pi * 2 for alpha in frange(-pip2, pip2, alpha_inc): for theta in frange(0, pi2, theta_inc): nx = math.cos(alpha) * math.sin(theta) * 6.0 ny = math.cos(alpha) * math.cos(theta) * 6.0 nz = -math.sin(alpha) * 6.0 self.cubes.append( MeshCube(0.275, 0.275, 0.275, tx=nx, ty=ny, tz=nz)) self.shader = Shader("media/shaders/spherecubes.vert", "media/shaders/spherecubes.frag", isFile=True)
def __init__(self, n=512): self.texture = Texture("media/textures/flare3.png") #self.texture = Texture("media/textures/heart.tga") self.shader = Shader("media/shaders/beams.vert", fs=None, isFile=True) self.beams = [] self.n = n for i in range(self.n): self.beams.append([ random.random() * 10, random.random() * 10, random.random() * 10 ]) self.beamlistid = glGenLists(1) glNewList(self.beamlistid, GL_COMPILE) glBegin(GL_POINTS) for i in range(self.n): glVertex3f(self.beams[i][0], self.beams[i][1], self.beams[i][2]) glEnd() glEndList() self.dt = 0
def __init__(self): self.quad = MeshQuad() self.texture = Texture("media/textures/border4.png") #self.texture = Texture("media/textures/flare.png") self.shader = Shader("media/shaders/overlay.vert", "media/shaders/overlay.frag", isFile=True)